Subject: RE: [stella] Role-Playing Game Development From: Amos Bannister <arb@xxxxxxxxxxxxxxxx> Date: Mon, 21 Jun 1999 16:34:42 +1000 |
> From: Dan Knapp [mailto:dankna@xxxxxxxxxxxxxx] > > Speaking of sacrelige - never say something can't be done > on the 2600 in > > this list! A 256*256 grid fully populated would need 65536 > cells to be > > encoded true, but mapping that much area is going to be very > > time-consuming, and not worth the effort. Instead, all you > would have to > > do is create a sparse-array of "populated" cells, and have > a handful of > > "generic" "empty" cells which could be used for cells not in the > > sparse-array. You could use a simple function to map broad details > > (desert, water, forest, mountain, snow) and have maybe two or three > > generic examples of each type. When a cell is referenced > that is not in > > the list, pick a random cell of the relevant type and use that one. > Makes sense. Also, you could if desired calculate the > "random" number in > such a way that a given set of coordinates will always yield > a given one of > the generic cells. ALSO, you could have simple > transformations, also applied > randomly or pseudorandomly, to do things like add trees and such. > I retract my statement; I wasn't looking at the rules properly. That is exactly what I was thought after I had sent my previous message. A simple mapping function that would take the (X,Y) grid reference of a cell and produce a number, which would the type of generic cell to use (desert, water, etc.) and a second function to determine which instance of that type to use (ie, Desert2, Desert3, etc). That way a person backtracking would see the same cell entirely. If randomly adding trees and such, the cell's co-ordinates could be the seed for a RNG, which would again mean that someone visiting the same cell twice would see exactly the same thing. I personally would like to tackle such a project, but alas, work commitments and current events in my personal life mean I will have no time for coding or electronics outside of work. I can nearly picture the structures needed for this project - it would be fun working out an effective encoding scheme. -- Amos Bannister Principal Developer Stratagem Infobase West Melbourne, AUSTRALIA -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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